Memorize one ritual that you can now perform without the aid of a spellbook. You must have lead or performed this ritual successfully three times in order to be able to memorize it.

Ritual Scroll Creation

Ritual Arkana, Craft (Arkana) 1

TBD => Create scrolls of rituals to add to spell books

Spell Focus

Mage I

Choose one spell that you know and have successfully cast. Reduce the DC of casting that spell by 1.

Speak Language: High Arkane

Eldritch Knowledge or Minor Arkana

Learn to read and decipher the High Arkane language used for Arkana rituals.

Spell Points

Mage I or Minor Arkana

Gain 3 additional spell points with which to create spells.

Scroll Transcription

Mage I, Craft (Arkana) 1

TBD => Create scrolls of spells you have created to make it easier for others to learn your spell.

Subvocal Spell

Mage I, Arkana 3

Create spells that do not require the caster to speak. Gain the ability to add the "Silent Spell" ability to any spell you create for 5 spell points and +3 DC.

Martial Talents

Feat

Prerequisites

Description

Counter Attack

Melee Skill 3, Counter

Make an attack a reaction when you beat an opponent’s attack roll by with Dodge or Block by 3 or more successes

Counter Roll

Melee Skill 2, Counter

Make a movement tumble a number of squares/meters/yards equal to your speed when you beat an opponent’s attack roll by 2 or more successes. An Acrobatics test may be required to avoid provoking more attacks, move through another character's space or move over difficult terrain.

Dash

Martial Focus, Acrobatics 1

Spend 1 Martial Focus to increase movement speed by 2 for 1 turn. This ability does not stack with itself.

Defensive Knock Back

Athletics 3,Block 3

When using a melee weapon or shield to block, knock your attacker back one square if your opposed block roll beats their Melee Skill roll by 3 or more.

Distracting Shot

Martial Focus I, Combat Maneuver 2

Expend one Martial Focus to make a Combat Maneuver roll against an opponent's Dodge at range. If they fail their Dodge roll then the target loses a number of actions equal to the number of successes they lost by.

Cut through

Weapon Group Focus, Level 5, Melee 3

Increase the armor penetration of weapons for which you have Weapon Group Focus by 1

Cut through II

Weapon Group Focus II, Level 11, Melee 4

Increase the armor penetration of weapons for which you have Weapon Group Focus II by 2

Drive Back

Melee Skill 2, Martial Focus I

Expend 1 Martial Focus to push an enemy back one square on your next attack; this attack deals no damage. A successful Dodge or Block roll negates this effect.

Fast Jam Recovery

Martial Focus I, Ballistic Skill 2

Recover more quickly from a weapon jam or misfire. Expend 1 Martial focus to clear the jam in 1 action. Reloading after recovering from the jam weapon also takes half the normal time

Hamstring

Melee 3

Next attack reduces targets movement speed by 2 for a number of rounds equal to your agility. 3 actions and counts as an attack.

Improved Range

Martial Focus 1, Awareness 3, Any Ballistic Skill 2

Expend 1 Martial Focus to reduce the penalties for firing at Medium or Long range by 1.

Leap Attack

Athletics 2, Acrobatics 2, Melee 2

Take an Acrobatics check (DC set by GM) as part of a charge to leap over or off of an obstacle. The attack gains an additional +1 bonus to the normal bonuses from charging.

Long Throw

-

Increase the range for thrown weapons you wield by 3 meters (squares/yards).

Penetrating Punch

Martial Artist

You unarmed melee attacks bypass a number of armor points equal to half your Strength, rounded down (minimum of 1).

Penetrating Punch II

Penetrating Punch, Melee 4

Your unarmed melee attacks now bypass a number of armor points equal to 2 plus half your Strength, rounded down (minimum of 3).

Grant yourself a temporary increase to an ability by spending faith points

Strength of the Believer

Faith I

Grant an ally a temporary increase to an ability by spending faith points

General Talents

Talent

Prerequisites

Description

Acrobatic Climb

Acrobatics 2

When attempting to climb or scale, you may use your Acrobatics skill instead of Athletics.

Armor Training I

Strength 3

Reduce bulk of worn armor by 1.

Brawler

Strength 2, Melee 1, Weapon Group Focus (unarmed)

Use Strength instead of Agility with the Melee skill for unarmed attacks Weapon Group Focus talent.

Brute Strength

Strength 2, Melee 1

Use Strength instead of Agility with the Melee skill for any attacks with two-handed weapons for which you have the Weapon Group Focus talent.

Bullet Dodge I

Agility 3

When defending against ballistic attacks, you gain +1 re-roll on your Defense roll.

Bullet Dodge II

Bullet Dodge I

Gain an additional +1 re-roll for a total of +2 re-rolls on Defense rolls against ballistic attacks.

Bullet Dodge III

Agility 5, Bullet Dodge II

Gain an additional +1 re-roll for a total of +3 re-rolls on Defense rolls against ballistic attacks.

Careful Hacker

Hacking 1

Re-roll up to 2dT when attempt to cover you tracks after a failed Hacking attempt.

Code Familiarity

Programming 1

Gain +1 re-roll to Programming or Hacking tests when working with code with which you have prior familiarity.

Expert Care

Level 6, Gunslinger, Mechanics 3, Weapon Group Focus

Guns for which you have the Weapon Group Focus talent in association with this talent have their reliability improved. Weapons with the Unreliable trait lose the Unreliable trait and weapons without the Reliable trait gain the Reliable trait. Reliable weapons gain no benefit from this talent. May be taken multiple times for separate weapon groups. Effects do not stack.

Extra Focus

Martial Focus I

Gain 2 additional Martial Focus Point. May only be taken a number of times equal to half your level.

Grab Bag

Character Creation only

You begin play with a variety of various items. You do not know everything that is in the grab bag, but sometimes it will have useful things. You may spend a Fate Point to roll a 1d10. On an 7 or better, it contains a useful item to the situation you are in. The item can only be of temporary, short term use. In general, the item can be something useful, like a rope, or an item that would provide up to a +2 bonus on another skill test.

Human Shield

-

After a successful Swordpoint/gunpoint attempt or grapple, use your opponent as a human shield granting you full cover from the direction you're facing with only your head and arms exposed. While using someone as a human shield, you move at half your normal movement speed and must spend 1 action each round keeping hold of your opponent. If your opponent successfully breaks your grapple or swordpoint/gunpoint, they are no longer your human shield. While serving as a human shield, your opponent may take no other physical actions except to break from your grapple or swordpoint/gunpoint.

Knowledge Specialty

-

Gain +2 re-rolls to all knowledge based skill tests (Medical, Education, Programming) pertaining to a specific specialty within that skill. Specialties can be anything that could be considered a subset of the skill in question with easily definable limits. For the Medical skill, some examples of specialties might be Neurology, Trauma surgery, or first aid. You may only take this talent once per specialty, but each skill can have more than one specialty.

Lore Focus

Lore 1

Quick Draw

-

Draw weapons without using an action.

Rapid Reload (Weapon Group)

Ballistic Skill 2, Proficiency with weapon group

Reduce the reload time for ranged weapons in a weapon group of your choice by half (round down).

Rein In

Wrangling 2, Resolve 1

When riding a mount, you may use your Wrangling skill in place of an animal's Resolve whenever a Resolve test would be called for from the animal.

Taunt(General)

Intimidate 2 or Presence 2

Force enemy to attack you with an Intimidate check. The enemy may use Resolve to resist (1 action per enemy)

Toughness

May be taken multiple times

Gain 3 additional max stamina. May be taken any number of times.

War Shout

Intimidate 2 or Presence 2

Bolster allies with motivating war shout allowing them to re-roll an additional 1dT on all Weapon attack rolls until your next turn (1 action up to once per round)

Mutation Talents

Talent

Prerequisites

Description

Heightened Senses: Sight

Mutant

Re-roll 1dT when making Awareness tests involving sight

Heightened Senses: Sight II

Heightened Senses: Sight

Re-roll up to 2dT when making Awareness tests involving sight

Heightened Senses: Sight III

Heightened Senses: Sight II

Re-roll up to 3dT when making Awareness tests involving sight

Shadow Vision

Heightened Senses: Sight or Shan'Kai

See clearly in shadowy or dimly lit areas

Heightened Senses: Hearing

Mutant

Re-roll 1dT when making Awareness tests involving hearing

Heightened Senses: Hearing II

Heightened Senses: Hearing I

Re-roll up to 2dT when making Awareness tests involving hearing

Heightened Senses: Hearing III

Heightened Senses: Hearing II

Re-roll up to 3dT when making Awareness tests involving hearing

Heightened Senses: Smell

Mutant

Use heightened sense of smell to distinguish people, places and objects via smell; may aid in investigation, identification and other various skills (per GM ruling) by granting 1dT re-roll to relevant skill test

Smell Tracking

Heightened Senses: Smell, Survival 2

Track enemies by their smell

Rending Claws I

Claws Mutation

Increase armor penetration on mutated claws by 1.

Rending Claws II

Rending Claws I

Increase armor penetration on mutated claws an additional +1.

Subtle Mutation

Mutant

Remove one minor cosmetic side effect from another Mutation talent. Major cosmetic side effects and side effects required for a talent to function properly may not be removed. This talent may be taken once per mutation talent that has a minor cosmetic side effect.

Viscious Claws I

Claws Mutation

Increase damage on mutated claws by 1, for a total of 5 damage + Str.

Viscious Claws II

Viscious Claws I

Increase damage on mutated claws by an additional 1, for a total of 6 damage + Str.

Hurl held object with Telekinesis using Psy as your attack roll. Hurled melee weapons deal damage as normal, adding WP to damage instead of strength. Other items deal damage as appropriate for their size. Objects may be hurled at any opponent or ojbect within 2xWP y/m/sq. Hurled objects may not weigh more than 1/2 the weight you may normally lift with Telekinesis.

Telekinetic Thrust II

Telekinesis, Multiple, Psy 3

Hurl up to two held object with Telekinesis. The total weight of all objects cannot exceed maximum weight you are normally able to thrust and each must be targeted individually. 3 actions.

Telepathy II

Telepathy

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Social Talents

Talent

Prerequisites

Description

Adept Haggler

Presence 1

When bartering to buy or sell something, winning the opposed social combat nets you an additional 10% bonus or discount to the price.

Ego Boost

-

Gain 2 additional Ego. May be taken any number of times.

Subtext

-

Using subtext, lingo, double-speech and other verbal means of obscuring your true meaning, you are able to convey messages without saying what you really mean. The intended recipient of those messages typically has no problem understanding them, though if they are particularly dense, the GM may call for a Scrutiny or Logic test; this should be the exception, not the norm however. Outside observers however will need to take a Scrutiny test opposed by your Presence skill. You gain a +1 bonus on this opposed test.

Ventriloquism

-

Throw your voice and mimic the voices of others with a successful Presence roll opposed by Scrutiny.

Stealth Talents

Talent

Prerequisites

Description

Expert Impersonator

Stealth 2

Gain +2 rerolls on all Stealth rolls to disguise yourself as someone else.